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1. No
2. No
I don't even need an old save. When I start a new game at 4.022, I find the following. An intelligent pop gives 10% pop job efficiency to researcher jobs.
So it has 60 x 1.1= 66 workforce, and it also reduce the pop needed from 60 to 55.
I will attach the save anyway.
View attachment 1329112

This would explain why my purity ascension worlds had so few pops yet maxed out all jobs. That calculation for reducing pop jobs is surely a mistake since workforce shouldn't reduce the number of pops it takes to fill a job.
 
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Hi, @Eladrin There are several bugs that seriously affect the gameplay. Please pay attention and fix them.
1)For Gestalt government (such as Hive and Mechanical), Synaptic Lathe still cannot produce advanced logic correctly, produce trade only.
2)The final crisis cannot purify the population correctly, resulting in the inability to colonize and expand.
 
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Greetings @Eladrin, I see the hegemony bug is still here, and the leaving request is still directed to a "subject" instead of the hegemon when the hegemony is controlled by the player's empire. Any luck in finding what caused the issue?
 
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  • Added on_queued, on_unqueued, on_built effects for district specializations
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Thank you very much for the update!!
 
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Don't know if this is a bug. I was going to send a Federation Association request to one of my vassals, but noticed they wouldn't Agree. Checking the tooltip, it said the vassal will not associate with my other Federation member. The odd part is that they have both the exact same Ethics, Xenophile, Militarist and Egalitarian. The only thing I can think of is that they both have the Hegemonic Imperialist AI and maybe they think there can only be one top dog? It seems odd, and if its a bug I can report it, but I'm not sure it is.
 
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It's not a beta thing necessarily but apparently determined exterminators are not getting unity from purging and neither are necrophages. Some lovely person on reddit linked me how they fixed it and the fix for DE seems very simple, while the necrophage one not as much. Let me know if I can/should link to the fixes.
 
It's not a beta thing necessarily but apparently determined exterminators are not getting unity from purging and neither are necrophages. Some lovely person on reddit linked me how they fixed it and the fix for DE seems very simple, while the necrophage one not as much. Let me know if I can/should link to the fixes.
Thank you. We are already tracking this internally I believe.
 
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Thank you. We are already tracking this internally I believe.
Not sure if it's entirely the same, since we're talking about an interaction, but:

Devouring Swarm is supposed to give society research for purging pops. It works for Processing, but not the Necrophage purge.
 
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Spy networks still broken, sigh.

Planet UI bugs:
- planet size shown from other planets
- jobs sometimes go over the job max limit, but fixes itself after a month
- jobs redistribution seems a little wonky, up to 20% monthly income variance due to pops shifting jobs. Usually happening when I'm in negative income territory, guess the system tries to redistribute based on deficits?

[edit]
selling artifacts provokes CTD (and uploading crash reports fails...)
 
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Hello, since you guys are considering changes to make Wilderness feel cooler, I have a few thoughts from the game I've been playing as one in the live game. I'm very casual and play on easy so take my ideas with a grain of salt.

- Habitats and unusable worlds: I get that a natural wilderness cant create artificial worlds or relic worlds and thats fine, but when i get them in my systems from conquering them they just sorta sit there taking up screen space on the map but there's no way to do anything with them, especially when I know it will help my enemies if they reclaim it. Maybe once you get to the point where you can make planet killer colossus ships, there could be a Wilderness research for a "Return to Nature" or "Grant Life" weapon that can be used on stuff wilderness has no use for like habitats, relic worlds, etc, to turn them into basic normal planets of the same size. My colossi can kill planets but not space stations? Or if not just add an option to hide stuff on the map your empire can't use.

- Biomass: Maybe this is my fault but my first game after 4.0 is as a Wilderness, and while it took me a long time to figure out the new 4.0 systems, I still have no idea how biomass works. I struggled early on with learning everything but I think I have a grasp on the rest of it now, but still not biomass. I have 5 cradles of life on every world because that seems to be the only way to actually generate it, and I have enough worlds now that I can use it pretty freely now, but idk how it's working or how it's calculated. Could there be something added that explains in the actual game and not on third party sites how it works? It feels excessive to build half of all worlds with just cradles.

- Planetary building bug: I have had some instances where I conquer a world with land armies, but there ends up being no Wilderness planetary capital building on it, so I can make 6 cradles of life but never be able to upgrade the world. I have had to learn how to use Console commands for the first time in order to fix it myself.

- Accidentally culling nodes: There was a time I had accidentally done the agenda for killing my research council node instead of removing negative traits from it, and I didn't realize until the agenda was finished (since you really only look at it once when you pick it and then when it's ready to launch). I didn't want to kill my high level node so I didn't launch it for a while, but it blocked me from doing any other agendas since there is no way to cancel it, so I had to bite the bullet and restart my research node from scratch to continue using agendas. I think it would be really nice for the culling agendas to have some sort of abort option when ready to launch to prevent mistakes like this.

- Primary species: As a Wilderness, you are the ecosystem, so it feels weird to me to have a specific named drone be your leader, showing up on your empire screen, being the head of the council when the rest are abstract nodes, and probably being shown as the portrait for the first contact/diplomacy window as being "you" (though i dont think Ive met another wilderness yet so idk). I get that the mechanics of stellaris need you to have a primary species and pops and stuff, but I think for the main leader at least it would be cool if the portrait was some kind of abstraction representing the heart or mind of the ecosystem, like a great tree, crystal formation, volcano with a face, etc available in several colors. That way it makes you feel just more weird and alien like playing as a living ecosystem should compared to every other empire.

- Lithoid Wilderness: My primary species as a wilderness is lithoid, and there are lots of things in the game whose upkeep says it costs "food (or minerals)" but doesn't actually let me choose so its really not helpful not actually saying which it is. Lithoids normally use lots of minerals but the Wilderness needs lots of food, so I don't know what these things are costing me unless I experiment. I wish the tooltips would be more clear about what the exact cost is for these cases.
Also, it would be neat for lithoid wildernesses if you could use lithoid ships instead of bioships since all of my servitors are rocks but my ships have to be meat?

- Bioship fleet management: This is for bioships and space fauna ships in general but since Wilderness has to use bioships I'll put it here. When you're using the fleet management screen to set up what you want the composition to be, you have to pick the specific ages of each ship upfront. This makes it so when a ship ages up, the ui doesn't read it as full strength because a ship of the specified age is no longer there, bit you cant reinforce because the ship is still technically there, or it will show silhouettes of the same ship for each age for each class which is also confusing. I really wish you could just specify the class of ship and the ui would read it regardless of age, and then maybe when you hit the reinforce button on the fleet it will ask then if you want to craft juvenile, elder etc instead of having to do it ahead of time.

-Land armies: The only option I have for invasions are just presapient hordes, which is fun but it's literally all I've seen as an option. I don't even want to get the research options to buff assault armies because they are technically not assault armies, they are presapient hordes. Having more advanced army researches for Wilderness to use in place of all the other types that normal empires can get such as evolved hunter-beasts, land behemoths, living storms, walking mountains, locust swarms, etc would make land wars much more fun.

Sorry for the behemoth fury size of this post but I thought I'd just get all my feedback out while the beta is aiming to change Wilderness specifically. Thank you!
 
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Spy networks still broken, sigh.

Planet UI bugs:
- planet size shown from other planets
- jobs sometimes go over the job max limit, but fixes itself after a month
- jobs redistribution seems a little wonky, up to 20% monthly income variance due to pops shifting jobs. Usually happening when I'm in negative income territory, guess the system tries to redistribute based on deficits?
Every new version introduces new bugs, many of which (like the wrong planet sizes) are easily recognizable at a quick look. (Took me less than a minute to identify that one.)

Back to 4.0.21.
 
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i thought the OOS errors were mostly fixed. Now i did a really nice game but now we are at 2300 and were stuck with RANDOM_COUNT OOS. Every month. I am going to do a bug report but i want to know if people found a workaround? Would love to know!
 
I feel that one of the things that made 4.0 feel wonky for me became much worse with this patch.
It’s re-calculation of my resource outputs.
Whenever I go to any screen I see that all the data displayed there gets constantly re-calculated and sometimes flickers few times between different values. Even my total resource outputs are capable of jumping between positive and negative.

This issue makes the game feel far more unstable and detaches you from what is happening - because you no longer feel in control. I built extra factory - why I see my CG output shift up and down?

This also applies to Pop Growth screen and outlier. Values there usually get re-calculates properly after second or two.

Even if issue is merely aesthetical (game gets new values with next economic tick) it drains my happiness as everything feels so floaty.
 
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Its good to see some work on wilderness. Can you guys share some bits of the planned changes besides wilderness stuff? It is important, but there are quite a bit of other thins that also need attention besides a single origin. Not saying to ignore it ofc, just want to know what other things are in the radar.

Also: Can we please get addition/removal of negative/positive standard (not advanced ones) for all genetics paths? As it stands it is severely limiting and this is the ascension path that is all about genemodding (supposedly) so it feels much worse not having it, specially because we always could, not to mention that I see no thematic reason to remove it from the 'masters of genetics'.
 
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They get much better with the Archaeoengineer perk (+2 unity/+2 specific science for +1 CG) and they're stackable with other entertainer bonuses.
Maybe if I wouldn’t sit on 10k Amenities surplus because of all Civilians. Still, Curators eat up CGs like crazy.
I kinda wish they’d get Minor Artifacts upkeep instead.